Play any of your favorite card games with
this freely downloadable deck of phonetic playing cards!
Each of the four cards on these seventeen B5 print-ready files
- a 2-letter sound, as introduced in Finding Out 1
- one of four suits -- rock, storm, leaf, animal
- a different, colour illustrated character
- a point value (1-8) or a wild-card
*170Kb per file, Adobe
For these same cards but with better print quality here
This version is similar to the card game "War". The game should
be flexible enough to accomodate different levels of students. I anticipate
introducing the cards in unit 11 or 12, then adding new cards with each DLS
(nice reward for successful learning).
- Game is in pairs. Split the deck, each child gets half. With
each turn, they secretly choose a card, and then they read the name on their
card and play it face up at the same time as the other student plays theirs.
- leaf beats rock, animal beats leaf, storm beats animal, rock
beats storm. Any other combination (leaf-storm, rock-animal) is a challenge
- the child with the highest point card has to spell a word chosen by their
opponent. (Maybe it has to be the same DLS as on the opponent's card).
- if there is no clear winner (for instance, if one child plays
an animal card with 4 points and the other plays a rock card with 4 points,
a second pair of cards is played)
- winner takes both cards.
WRINKLES, to be introduced later, and slowly:
- in situations where the point disparity in a win-lose pair
is too large, ie 4 or more, (say the rock card has a strength of 7 and the
leaf card has a strength of 2) then the stronger card has to answer a challenge.
- in unit 13, they can add a question answer pattern - "Is it
a (rock)?"and so on, followed by "How many points?" The rules for winning
and losing are the same as earlier, with or without the wrinkle, but this
time all the talking is done before playing the cards.
- if the size of the deck gets really big
(say 48 cards) then there can be a stack in the middle. Each child holds 4
or five in their hand, and draws a new card after each round of play.
- wild cards are useful for indicating colors and other kinds
of question answer patterns. These can be incorporated into the regular set,
and serve to vary the patterns and challenges.
(c) Brad Foley,